Search found 5 matches
Friday, 24th July 2020, 04:00
Forum: Game Design Discussion
Topic: XP given by popcorn monsters
Replies: 19
Views: 7908
Several months late but to powergame's post above: I think that fixing this particular problem is not that big of a "macro" change. Changing the spawn tables ("mon-pick-data.h") to not have adders generate on D:9 is a pretty reasonable and very minor change, frankly. For instanc...
Friday, 19th June 2020, 20:12
Forum: Game Design Discussion
Topic: Add debuff to Wu Jian's whirlwind
Replies: 17
Views: 5873
Re: Add debuff to Wu Jian's whirlwind
> it should be better to to dance around than to stand in a corridor. This seems to be the picture someone had when designing Wu, but it seems to me hard to reconcile this with the constraints that heavy use of tab and autoexplore should not be systematically and frequently suboptimal (which iirc y...
Thursday, 28th May 2020, 22:18
Forum: Game Design Discussion
Topic: XP given by popcorn monsters
Replies: 19
Views: 7908
Re: XP given by popcorn monsters
I wrote a post about related tedium issues last summer which I admittedly feel kind of dumb for taking the time to write because it seems as though making "macro" changes to reduce tedium in mainline Crawl is something that just will not ever happen over a short period of time. I guess I j...
Saturday, 21st December 2019, 21:50
Forum: Game Design Discussion
Topic: New rune lock proposal
Replies: 9
Views: 3570
Re: New rune lock proposal
Given the frequency with which "exploration" is mentioned as part of Crawl's draw and design in discussions about stair-dancing nerfing (and elsewhere) I think that the current rune lock implementation ought to be reworked so that runeless (and other) challenge runs can exist. With respect...
Friday, 10th May 2019, 23:03
Forum: Game Design Discussion
Topic: Re-positioning branch's entrance and make short.
Replies: 29
Views: 9331
Re: Re-positioning branch's entrance and make short.
I agree with the premise of this thread. So many things are removed (rightly) to reduce tedium and I am not sure why the game's structure has been, over time, less elastic than other elements of the game in this respect. I find that past the first few floors of lair the challenges that the player ov...
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